I'm having a think about how best to design the different factions for my game, and want to start off on the right foot for giving balance to the game, but also for keeping it interesting.
My thought is to create a list of playstyles I would like to see in the game (EG fast, horde, elite, tough etc.) and then create each of the factions with two of these in mind - one faction for each pairing. This would let each faction be built in a minimum of 2 ways (more if the game is versatile enough and players imagination isn't stifled) which is my favourite thing about my Orks in 40k (I can make damn near any type of army I want, and that's great!). This should give each faction a depth of play which I want in my game, I don't want a faction where they are efficient killing machines and that is all. I like the idea of each faction having options that are all equal but different.
How do people usually go about designing fair asymmetrical gameplay? Factions in a wargame is one example, but if you were making a shadow of the colossus game with one player being the colossus and the other the attacker, or with multiple factions you can choose from with their own bonuses and foibles.
know one aspect is to balance by points, but that's not always the best way to do it.
One which was badly done - Dystopian Wars. They brought out the original factions, which were reasonably balanced, and then brought out new factions which were clearly more powerful. I had Kingdom of Brittania, and they used torpedoes. Due to how powerful torpedoes could be, everything got really good torpedo defence in wave 2, so brittania became almost impossible to achieve anything with as their main guns were meh. some ships only had torpedoes, and weak ones at that because they were on small ships.
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